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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
HTC and Oculus are at the forefront of virtual reality. How do the two
consumer models compare to one another when they do nally hit
shelves in 2016? Check out the spec comparison below for an indepthlook atyou can expect when you pull the trigger on a new VR
headset.
Oculus Rift
HTC Vive
Display
OLED
OLED
Resolution
2160 x 1200
2160 x 1200
Refresh Rate
90Hz
90Hz
Platform
Oculus Home
SteamVR
110 degrees
110 degrees
Tracking area
5 x 11 feet
15 x 15 feet
Built-inaudio
Yes
Yes
Built-in mic
Yes
Yes
Controller
Sensors
Connections
Requirements
Field of view
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Price
$600
$800
DT review
Hands-on
Review
Design
Oculus Rift
Lets be honest, neither the Rift or Vive is going to win any fashion
awards. Both are bulky, yet lightweight devices you strap to the front
of your head like a wearable brick,which then allow you an
unobstructed view into the world of virtual reality.
That said, the Rift and Vive both utilize adjustable Velcro straps and
comfortable padding on the interior faceplate. TheVive is still a bit on
the heavy side, which makes sense given it touts 37 visible sensors
on the front designed to connect to wireless cameras within the
tracking space.
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
The Rift, on the other hand, showcases a sleeker exterior design and
smaller footprint. Both modelsaccommodate glasses (though with
some added discomfort), connectvia USB and HDMI to your
PC,andfeature integrated audio at launch with the option toplug in
your own headphones if desired.
Controls
Oculus Touch
The headset itself is only one aspect of the design, though. The Rift
and the Vive both capitalize on two custom controllers known as
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
Pricing has not been announced, but Oculus has suggested theyll be
in the $150 to $200 range.
Related:HTC unveils its second Vive VR headset, and it has a camera
on it
The Vive takes a dierent approach. The devices controllers,
available at launch and bundled with the headset,function much like
a modied Steam Controller, sport touch-sensitive circles under your
thumbs, and trigger buttons that act as primary selection buttons. The
latest iteration of the controller isa step up from the original. Vives
new controllers are sleeker, the jagged edges of the previous model
smoothedfor better comfort. Textured buttons and grip pads aim to
ensure a more ergonomic experience.The grip can even detect
when you squeeze, furthering their responsiveness while allowing
you tointeract withvirtual objects with a more realistic sense of
touch.
Both devices will also support gamepads, though only the Rift ships
with an Xbox One controller.
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
The latter also supports a 110-degree eld of view, though, unlike the
Rift, its intended to function in the space roughly the size of a walk-in
closet when used in conjunction with a pair of Steam VR Laser
Tracking base stations. The Rift is more as a sit-down device,
opposed to one you wear and physically walk around the room with,
though some Rift demos require the user stand.
Perhaps the biggest addition to the Vive is a front facing camera that
allows the user to see real-world objects while they are in VR. With
the mere press of a button, users can activate the chaperone
system, which will cause any objects seen by the camera to shimmer
into existence in the virtual world. Aside from looking impressive, this
feature solves on of the biggest issues with VRallowing users to
safely interact with or avoid objects in their rooms while wearing the
headset.
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
card, rather than the R9 290. That was actually changed very close to
release, and Valve has stated it wants to further reduce the minimum
system requirements as renements to the hardware allows it.
If you need to build your own VR rig, check out our PC build guideto
see the hardware we suggest.
Software
The Oculus Rift is compatible with software through the Oculus Rift
store, as well as other outlets. It comes with the gameLuckys Tale
included for free.
HTCs Vive, meanwhile, is designed to primarily work with Valves
Steam platform, though it also can be used with other software if its
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Conclusion
The Oculus Rift and HTC Vive are two of the most prominent VR
headsets aside from the PlayStation VR, which was recently
announced starting at $400.
Many of the hardware specs, such as the internal display and eld of
view, are virtually the same between the Rift and Vive. Other facets
notably the controllers and tracking system unique to each device
dier.
While the specications make it dicult to declare a winner, our
personal experiences of the Vive have been more favorable, as you
can read in our review. The Vive feels more immersive because its a
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19Comments
Sortby Newest
Addacomment...
KenMurray
JusthadmyfirstVRdemoafewhoursago.I'manITguybytheway30+years.Itwas
onanOcculusRift.Lucky'sTaillookedgreatbutthecomputerwasunderspeced.I'm
impressedbutnotpersuadedit'ssomethingI'dlikedoingformorethanafewminutes.
Reasons:
1.I'mnotthatintogames
2.Depthperception,samethingthatmakesmost3Dmoviesmostlyawful
3.Impressiveresolution,butwhydoIseejaggedlinesonstraightsurfaces
4.Whydoeseverythinglookblurredok,iseveryone'seye'ssetthisdistanceapartandI
can'tadjustthat?
I'llgetonewaydowntheline,somethingI'dlikeforCADworkbutrightnowno.
LikeReplyJul4,20166:21pm
JoeHollidayWorksatUnitedStatesNavy
NotsureaboutthecommercialversionoftheRift(onlyhaveaDK2),butonthe
Vivethedepthperceptionisfarbetterthan3dmonitorsandtelevisions.Playingon
anunderspecedsystemwillserverelyimpacttheexperience.Asfaraseye
distance,theVivehasaninterpupilarydistanceadjustment.
http://www.digitaltrends.com/virtualreality/oculusriftvshtcvive/
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OculusRiftvs.HTCVive|SpecComparison|DigitalTrends
distance,theVivehasaninterpupilarydistanceadjustment.
LikeReplyAug2,20167:52am
JoelDujsikSanFrancisco,California
usedboththeviveandtherift.theriftseemstometohavebettergraphics,thoughthey
havethesamespecsgraphicsontheviveweresomewhatjerky.
LikeReplyMay25,20169:45pm
SnorkyMescalineUniversitlibredeBruxelles
OnlythegamesaremeanttostaystationaryonyourchairormovinginaRoom.
ThereareNOrestrictiontousetheHTCvivewhilesittingonachair.
AndwiththeTouchcontrollershippedwiththesecondcameratheRIFTwillalsohaveno
restrictionatall.
ThosestatementsareonlytrueaboutforthefirstmonthsuntilltheTouchisreleased
(2016).
Ifyourorderitnow,youwillnotbedeliveredbeforejullyatBEST,Touchwillbereleased
onthe3or4monthfollowingthat!!!
BettertoaskifyouprefertheViVecontroler(wiimotelikewithtouchpad)ortheTouch
controller(2trigger/gripbuttonsandjoysticks).
Bettertoaskifyouwannamesswiththecableoftherift2ndcamerathathavetobeplug
onthecomputerbyUSB3(theviveonejustneedpower).
LikeReplyMar28,201611:49pmEdited
RuiMiguelCarreiraWorksatParlamentoNacionaldeTimorLeste
Mymaindoubtispeoplethatuseglasseslikeme,Ihaveahardtimeatthecinema
watching3dmoviesalready,isitanissue?
LikeReplyMar21,201611:08pm
ThiagoCanolaSeniorCreativeDesigneratGeneralMotors
It'snot2160x1200pereye.Itwillbe1080x1200pereye.IhadtheDK21920x1080
andIcansayitneedstobe4kresolutionatleasttobefair.Youcanstillsethepixel
windowanditkillsgameswhenyouneedtolookfarbecauseyoustarttofocusinsome
pixels.Inashootinggameforexample,youcannotaspreciseasusingmonitors.The
samehappenstoracinggames.Inthebegginingitisareallygoodexperience,unique,
veryinteresting.Butitisn'treadytoreplacethemonitorsyetintermsofperformance.
LikeReplyMar19,20162:09pm
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